The Bounty Hunter
A being from multiple dimensions able to capture and kill anyone using magic and a variety of created tools, has seen everything the multiverse has to offer likes none of it.
Stats
Race
Custom Lineage Small
14dex, 14Con, 18INT, 12Wis
Feat: Telekinetic(INT)
Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.
A good thing to note is you only need to have seen the object, it isn’t necessary for you to have advanced knowledge of the object or even a working memory of it. This grants you a level of freedom when creating a backstory for your character.
On Effect Persistence
A good thing to know is an item's effect isn’t tied to the item's existence, so if you were to consume an item and make another with minor conjuration, there isn’t anything within Minor Conjuration that would state the effect disappears.
So what can we make?
Tools of the Trade
Poison
Essence of Ether (Inhaled)
From DMG
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Insanely good, powerful long-lasting knockout poison.
Oil of Taggit (Contact)
From DMG
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
Weaker than the ability above, however, its method of delivery can set up some nasty traps.
Malice (Inhaled)
From DMG
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Not as strong as the other poisons above but still quite good. Additionally, the effect is harder to get rid of than the others.
Thessaltoxin (Ingested or Injury)
Poison
Consumable
This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature’s new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target’s next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form.
Good chance this can backfire, be careful when using.
Bombs
Blasting Powder
Adventuring Gear
From Explorer's Guide to Wildemount
This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
Not the best pick, it’s easy save to make and isn't quite strong.
Dynamite (Stick)
From DMG
Adventuring Gear
As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
Same as above
Tangler Grenade
Adventuring Gear
From Waterdeep
A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.
Extremely powerful. Throw this and most monsters are stuck, stronger than the spell web, and can be stacked with it.
Drugs
Theki Root
Potion
Explorer's Guide to Wildemount
This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain an advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.
Helpful when we want to avoid the most dangerous of effects.
Blight Ichor
Potion
Explorer's Guide to Wildemount
This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour.
Can be useful just as an option when you need it.
Black Sap
Potion
From Explorer's Guide to Wildemount
This tarry substance harvested from the dark boughs of the death’s head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.
For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.
Basically free immunity
Dreamlily
Poison
From Explorer's Guide to Wildemount
A psychoactive liquid that smells and tastes like your favorite beverage, essence of dreamlily is a Sarlonan opiate. First imported to help manage pain during the Last War, it’s now the most commonly abused substance in Sharn. Though dreamlily isn’t illegal if used for medicinal purposes, it’s heavily taxed, and thus most dreamlily is smuggled in and sold on the black market. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is poisoned for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. A dose of dreamlily costs around 1 gp, or up to ten times that if purchased through legal channels. There are many varieties of the drug, however, and the duration or the price might vary accordingly.
To avoid death for the cost of being poisoned, not bad! Also, you can just keep drinking them, for infinite lives for an hour!
Muroosa Balm
Potion
From Explorer's Guide to Wildemount
This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour.
Free fire resistance, we’ll take it!
Utility
Eberron Dragonshard
Adventuring Gear
Component
From Eberron
Eberron dragonshards are found in shallow soil, and often encased in geode-like stone shells. Eberron shards can be found almost anywhere, but the most significant deposits have been discovered in jungle environments, notably Q’barra and the distant land of Xen’drik. In their raw form, Eberron shards are rosy crystals with crimson swirls flowing their depths.
Eberron shards are the most common form of dragonshard. They are primarily refined into a glowing powder. This dragonshard dust can be used to fuel almost any act of magic. When casting a spell, you can use dragonshard dust in place of any spell component that has a cost, unless the DM says otherwise. Dragonshard dust is used in the creation of magic items, and many powerful tools — such as the lightning rail and elemental airships — require an ongoing expenditure of Eberron dragonshards to maintain their enchantments.
Very useful as Magic item made by Minor Conjuration are worth nothing. The Dm can say no, but they always had the ability to do so. If allowed, Stack those Glyphs of wardings up.
Caltrops (bag of 20)
Adventuring Gear
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Granted, it’s not the best option but it's just easy free control.
Artificer Infusions Options
Bag of Holding Bomb
Here’s the text for the Bag of holding
Bag of holding
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.”
So if we place a Bag of holding into another bag of holding we can active the bolded effect. Here’s how to create two bags of holding and how to weaponize them by activating the effect near your opponent.
The infusion, Replicate Magic Item allows you to pick itself as an infusion multiple times; here's the text
"Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table’s title tells you the level you must be in the class to choose an item from the table."
So your infusion list looks like this when you reach level 2
1. Replicate magic item: Bag of Holding
2. Replicate magic item: Bag of Holding
3. Homunculus Servant
4. Enhanced Defense
There're many ways to take advantage of The Bag of Holding's effect without being within the blast radius yourself. Additionally, Fast hands give us up to 3 object interactions per turn allowing us to easily set us up the bomb
One way is to hand the bags off to a Hawk familiar and have them carry the bombs to the target, or hand the bags off to an unseen servant, who can then deploy the bomb to the target, or have a fey summon deploy the bomb for you at the cost of an action and a level 2 spell slot.
Remember dropping things does not cost an interaction
Grapple Flight and the Homunculus Servant
A creature with a flying speed can not only grapple but can pull people into the air while doing so, this is an okayish tactic when dealing with opponents, but, when grappling an ally this can mean free flight. In our case, because we are small(thanks to Custom lineage) our homunculus will be able to grapple us for free flight at the cost of half-speed giving us Prema-concentration-less flight at artificer level 2. Additionally, while in flight you can go prone giving a disadvantage to ranged attacks that come your way. With you and the homunculus both in the air, you being prone & the homunculus being able to dodge for free this setup becomes extremely hard to hit.
Question: “What about Weight?” Jeremy Crawford explains weight rules don’t apply to grappling
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![Twitter avatar for @armando_doval](https://substackcdn.com/image/twitter_name/w_40/armando_doval.jpg)
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Spell Wrought Tattoo Infinite
(Discovered by Audere of Tabletop builds)
“Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.”
The bolded section here is important as it clearly shows we can cast Spell Wrought Tattoo doesn’t disappear until the duration of the original spell is up, meaning we can cast it multiple times. This is a tactic we will be using alot with Gift of alacrity as we can give our entire team an initiative boost off of one tattoo.
Level Progression
Artificer 2
Artificer gives us Con prof, medium armor, and the ability to use shields, in addition, it enables us to use the Bag of Holding Bomb.
Conjuration Wizard 7
We finally get all our tools, massively Improving what we can do at any time, as well we are a wizard and given all the amazing control and defensive spells we would ever need.
As for deploying our, we could precast Minor Conjuration
for a Tangler Grenade or the poisons before battle, or during combat we could simply have our familiar activate the items to use after we create them.
Thief 10
having some fun you could always take up the thief subclass giving you an easier time in deploying your items during combat. simply make them and then use fast hands to use them.
Ending Thoughts
Thank you so much for reading this guide, if you like the build please subscribe to read more, also donations would be helpful thank you!